Woodbutcher824 Posted August 31, 2023 Share Posted August 31, 2023 2 hours ago, Similar said: I'm not sure if they're limited to specific traders. I feel like I've seen calipers at other traders, at least. I actually found calipers in a Working Stiff crate too, but it seems like a rather rare thing. I'd guess most of the other tools can be found in those crates too, if you're lucky. Okay. Thank you. Link to comment Share on other sites More sharing options...
KhaineGB Posted September 1, 2023 Author Share Posted September 1, 2023 15 hours ago, Man with a hat said: I have sleepers respawning inside my LCB (placed on day two) and close to my bed. Third time this location is respawned. I am in this base every day and it happens frequently, not only here but on at least two more places in the building. Could be vanilla or POI issue but no use bug reporting it since I play modded. Just thought I would share just in case it is A DF issue. Reveal hidden contents That's not a DF problem. That's vanilla. 9 hours ago, drmugwump95 said: @KhaineGB afternoon, noticed a few things while playing last night. The rigging both Normal and advanced you can't put them on any armour and the broadcast upgrade doesn't work either. Didn't know whether it was known or not so thought I'd drop it here Pretty sure that's all fixed in B20. Link to comment Share on other sites More sharing options...
Similar Posted September 1, 2023 Share Posted September 1, 2023 13 hours ago, Woodbutcher824 said: Okay. Thank you. I should note that I took Survivalist as my second class and I think the workstation tools first showed up at the traders after I put some points into Charismatic Nature, but it may have been a coincidence. I would think that no matter what Charismatic Nature does give a better chance, though. 1 Link to comment Share on other sites More sharing options...
Apocalipservice Posted September 1, 2023 Share Posted September 1, 2023 Having a blast with 20 experimental - literally now that hazmats, Big Mommas, etc are walking bombs. 😃 What's the ultimate plan for the traders' POIs? Will be able to place bedrolls, campfires - new gates etc in their bases? ...also, am I the only one that rlly doesn't like Hugh's and Rekt's new POIs? Didn't see a need rlly for one thing.🙄Lovin' the PEP abandoned traders though. Link to comment Share on other sites More sharing options...
KhaineGB Posted September 1, 2023 Author Share Posted September 1, 2023 (edited) Build 21 is ready! The testers had a version without the zombie loot, and everything seems to be running well. I've had a quick run through zombie loot and can't find anything that might break the game, so I figure it's safe for all of you to have access to. Just to remind folks, as it has been asked in the past, this is for 21.1 (not 21.0) and saves SEEM ok. I tried it on my YT save and didn't get reset, but a new save is always recommended. Have fun! DF-V5.0.0-DEV-B21 - Fixed large fuel log when dropped. Was heckin' chonker. Is now on diet. - Fixed clay bucket turning into a normal bucket when filled and then emptied. - Fixed the workbenches perk being purchasable when the player is a laborer, when they don't need to buy it. - Fixed UI display on lucky goggles since the digging thing works now. - Fixed Improved Heating Element not being installable in things. - Fixed traders selling incorrect quality levels for tools, weapons and armor. - Fixed some incorrect hand items on zombies for when they get their legs blown off and turn into crawlers. - Fixed incorrect hand item on ranged zombies, and spit starting too far away from the zombie so it may appear invisible. - Fixed random NRE with trader quest rewards (this was a loot group fix, not a quest fix, so it should NOT cause a save reset). - Fixed timer disparity on sprains between the buff in the bottom left and what is shown on the players buffs screen. - Fixed crowbar not having bonus against some POI end loot chests. - Fixed exploding arrows/bolts not stacking. - Fixed overlapping text/icons in the bottom right of the UI for collected items - Fixed Bob offering Electric Traps 3 too early. - Fixed constant "You are protected from radiation" spam with hazmat suit and radiation ready mods. - Fixed action skill books being in the wrong category for traders. - Fixed Hornet being unable to hit player properly. - Fixed random NRE's with the DF questline (Scout -> Razor -> Eve -> Anna). - Fixed Big Bunker not resetting when you hit ! because of stupid vanilla code. - Fixed arrow and crossbow bolt bundles giving incorrect amounts vs how many you need to craft. - Fixed Recog, Fortbites and Diazepam instantly disappearing. - Fixed incorrect time display on various drugs and some drinks. Let me know if you spot more. - Fixed steroids not being removed and wrapping around to 1hr duration. - Fixed Hazmat parts not scrapping to Hazmat Fiber. - Fixed nightvision goggles not fitting in the military stealth helmet. - "Fixed" ranged zombies so players have a larger window to dodge and the vomit is MUCH less likely to just phase through blocks and @%$# your day up (vanilla issue, and by "fixed" I mean I had to employ some workarounds, which aren't perfect, but eh). - Fixed Quicker Crafting and Lockpicking books not showing when the perk is completed. - Fixed more Unlockedby. - Fixed security class not giving a crafting tier increase to titanium-reinforced kevlar (mastery did, however). - Added missing armor status buffs to tell you when your armor needs repairing. - Added power armor buff, to go with the complete hazamat suit buff, so the player has a second visual confirmation that they should be safe from wasteland radiation. - Added journal entry for the new dew collector to explain what the tools are, what they do and how to get them. - Added resistance to fire traps to ablative armor and power armor. - Added Sci-Fi Hatch (thank you Vitticeps for sourcing a model!). - Added upgrade path from Vault doors/hatches to SciFi Doors/Hatches with the ratchet, titanium clawhammer and laser multitool (NOT powered versions though). - Added some more glue recipes with leather and also clean water rather than murky water. - Added per-zombie loot. Finally. - Removed extra cement recipe that was just a duplicate. - Removed lots of duplicate localization entries. - Removed bonus loot from lockpicking mechanic from treasure chests as it was breaking quests. - Removed bundles from chests as those aren't intended for DF anyway, and increased other loot in chests to compensate for that being missing. - Removed gravity property from pulse grenades to see if it helps with throwing. - Removed duplicate tool crafting/science crafting entries on the scout. - Removed water canteen for now as it has some issues that need looking into. - Reworked loot a little regarding workstation tools like welding torch and calipers. - Remade all Razor/Eve/Anna quests as a few folks have reported NRE's. - Altered traders so they now perform a FULL inventory reset on restock day. - Adjusted scout so she will stock more items. - Decreased size of POI name tracker (since the skulls aren't present) and lowered it slightly so there's no overlap with the alpha version number in the top right. - Adjusted crit debuffs to add an "IsAlive" check to wellness reducing effects because some of y'all need to git gud and stop getting twatted. - Amount of wellness lost per death is now based on difficulty (none on lowest, 4 per difficulty after that, so 0/4/8/12/16/20 with 0 being scavenger and 20 being insane). - Moved Anna to one of her side rooms, and added an invisible wall to stop her moving and adding more waypoints. - Moved the scout in Joel as it was causing issues for players, and added an invisible wall to stop her moving. - (Lemon) Adjusted Demon Portal spawn probability for the wasteland. - (Lemon) Adjusted ThemeRepeat distance for trader POI's so there's less of them in RWG. - (Lemon-PEP) Replaced player type battery and solar banks with POI versions - (Lemon-PEP) Replaced player type plants (growing) with RandomHelper variants. - (Lemon-PEP) Fixed an rwgmixer.xml xpath issue with vanilla prefab weights. - (Lemon-PEP) Fixed localization issue for the abandoned trader replacements. - (Lemon-PEP) Block fixes and other visual tweaks, loot/sleeper volume fixes and updated RWG spawn tags for all 15+ reported issues in #PEP-bug-reports. KNOWN ISSUES. - Localization as per usual. Please post anything that seems odd or is missing. - Loot is sort-of done so look for anything odd (other than zombies, as noted above). - Both Incubi, and maybe the Lord of Hell, currently have issues when they get knocked down. Will look into this later. Link: http://darknessfallsmod.co.uk/DF-V5-DEV-B21.zip Backup Link: https://drive.google.com/file/d/10bA3jd2_xIH8yOg4MSJ8laqCP8vaQaFY/view?usp=sharing Edited September 1, 2023 by KhaineGB (see edit history) 7 Link to comment Share on other sites More sharing options...
Similar Posted September 1, 2023 Share Posted September 1, 2023 Made a new RWG map for B21 and spawned in the wasteland twice (different save game names). No radiation, apparently, but I gave up after attracting attention from ferals I couldn't outrun. Bit funny since in B20 I made 5 or 6 different maps and tried maybe thirty different save game names and I always spawned in the forest (I was trying for desert). Trying another new map for B21. Link to comment Share on other sites More sharing options...
BFT2020 Posted September 1, 2023 Share Posted September 1, 2023 7 minutes ago, Similar said: Made a new RWG map for B21 and spawned in the wasteland twice (different save game names). No radiation, apparently, but I gave up after attracting attention from ferals I couldn't outrun. Bit funny since in B20 I made 5 or 6 different maps and tried maybe thirty different save game names and I always spawned in the forest (I was trying for desert). Trying another new map for B21. FYI, one thing you can do is to manually add in spawn points. It should be in the folder for the world you created. It's something I have done in the past (I would just pick some points from the preview map when I generated the world). Link to comment Share on other sites More sharing options...
Similar Posted September 1, 2023 Share Posted September 1, 2023 4 minutes ago, BFT2020 said: FYI, one thing you can do is to manually add in spawn points. It should be in the folder for the world you created. It's something I have done in the past (I would just pick some points from the preview map when I generated the world). ah, thanks. I figured it was possible, but didn't know how. Seems easy enough. In DF 4.1.1 or so, I always got a desert spawn, but they were rare in DF 4.1.2 and apparently close to impossible in V5. My second B21 map didn't place me in the wasteland, so maybe some odd glitch with the first one. Link to comment Share on other sites More sharing options...
PatDTan Posted September 1, 2023 Share Posted September 1, 2023 2 hours ago, Similar said: Made a new RWG map for B21 and spawned in the wasteland twice (different save game names). No radiation, apparently, but I gave up after attracting attention from ferals I couldn't outrun. Bit funny since in B20 I made 5 or 6 different maps and tried maybe thirty different save game names and I always spawned in the forest (I was trying for desert). Trying another new map for B21. There is radiation, but remember, at the start you are wearing the "Noobie Jacket" which protects you from the elements and radiation, so heat/cold/radiation won't affect you. Link to comment Share on other sites More sharing options...
Similar Posted September 1, 2023 Share Posted September 1, 2023 1 hour ago, PatDTan said: There is radiation, but remember, at the start you are wearing the "Noobie Jacket" which protects you from the elements and radiation, so heat/cold/radiation won't affect you. Right. I don't think I've ever had an opportunity to try the starter immunity with radiation before, but I didn't think it'd work on that. Link to comment Share on other sites More sharing options...
Similar Posted September 2, 2023 Share Posted September 2, 2023 (edited) B21: Two welding torches and one calipers from zombie drops on day 3, level 11, Laborer, Quality Joe tier 2. That feels better than one welding torch from trader on day 15, Charismatic Nature tier 4 or so, in B20. (day = 120 minutes). Also, much harder to hit things with wooden bow in B21 than in B20? Edit: ALSO, the iron spear is horrific a bit annoying. Stone spear, scrap and steel spears are fine, but iron spear is like some 1mm needle that feels like it misses a lot in situations where it shouldn't. Edited September 2, 2023 by Similar Calming down... (see edit history) Link to comment Share on other sites More sharing options...
Crimsonwolf_Fang Posted September 2, 2023 Share Posted September 2, 2023 Boxes of Lockpicks and Shotgun Shells both are the wrong counts. Link to comment Share on other sites More sharing options...
Orsmith Posted September 2, 2023 Share Posted September 2, 2023 I put bellows and the improved heating element into the advanced forge and crafted 150 steel and the time it takes to craft is -02 : -027. Is this a know bug or not Oh wait just noticed that the problem was the bellows has 0% forge crafting speed. I thought that the problem was the improved heating element If you put this two on the forge the time will go negative and it'll craft insanely fast. Link to comment Share on other sites More sharing options...
Knight2112 Posted September 2, 2023 Share Posted September 2, 2023 Using build 21. water does not give empty jars, many of the juice and teas need the jars. few days in haven't found any empty jars. Link to comment Share on other sites More sharing options...
Man with a hat Posted September 2, 2023 Share Posted September 2, 2023 31 minutes ago, Knight2112 said: Using build 21. water does not give empty jars, many of the juice and teas need the jars. few days in haven't found any empty jars. There is no jars in loot and you do not get them back when using. You can only make them in a forge with clay and sand. Link to comment Share on other sites More sharing options...
pakiboy11 Posted September 2, 2023 Share Posted September 2, 2023 hello Khaine for some reason I am not able to get the mod folder whenever I am opening the link it says the file is not availbe Link to comment Share on other sites More sharing options...
Brevan Posted September 2, 2023 Share Posted September 2, 2023 The Google Drive link isn't always available, but you can use the other link as long as you copy-paste it into the address bar. (if you click it, then it won't include the "http" part at the start, and even with copy-pasting it Chrome might get upset because it doesn't support "https") Link to comment Share on other sites More sharing options...
Fisher Posted September 3, 2023 Share Posted September 3, 2023 Using B20 still, but I don't see anything in the patch notes that would affect this. I just crafted my 2nd class (Farmer). Went out and punched a bunch of chrysanthemums and goldenrod. I only get 1 per plant. I even took the 3rd level in living off the land. Still only get 1 per plant. Also tried harvesting using "e". No difference. Do these have to be planted crops? Link to comment Share on other sites More sharing options...
Brevan Posted September 3, 2023 Share Posted September 3, 2023 Yes, it's the last level of Living off the Land that gives you +1 from Wild plants. Note that the Farmer is allowed to craft the Iron Hoe at the Metal Workbench (pretty sure you have to finish the class quests first), and if you harvest with that Hoe you should get more crops per plant (both wild and planted). I last tested that in v4.2. Link to comment Share on other sites More sharing options...
Fisher Posted September 3, 2023 Share Posted September 3, 2023 55 minutes ago, Brevan said: Yes, it's the last level of Living off the Land that gives you +1 from Wild plants. Note that the Farmer is allowed to craft the Iron Hoe at the Metal Workbench (pretty sure you have to finish the class quests first), and if you harvest with that Hoe you should get more crops per plant (both wild and planted). I last tested that in v4.2. Thanks for letting me know. Didn't expect it to stray from vanilla that much. I was confused by the word "crops" in the description. Again, thanks. Link to comment Share on other sites More sharing options...
LemonDemon Posted September 3, 2023 Share Posted September 3, 2023 (edited) Overpower Hunting Knife. Edit: looting blue and purple items, in day 2. 2 to 3 stab to kill normal zombie, 1 stab kill a wolf (only kill one), 2 stab to colect all material from pigs. Edited September 3, 2023 by LemonDemon (see edit history) Link to comment Share on other sites More sharing options...
Armoredsaint Posted September 3, 2023 Share Posted September 3, 2023 I'm pretty sure those Knife stats are the same in vanilla. I thought the same thing when I found one but it certainly doesn't one shot like the numbers imply. Link to comment Share on other sites More sharing options...
BFT2020 Posted September 3, 2023 Share Posted September 3, 2023 I think that is a UI display bug, not actual damage numbers. As @Armoredsaint mentioned, it happened in vanilla also Link to comment Share on other sites More sharing options...
Man with a hat Posted September 3, 2023 Share Posted September 3, 2023 On 9/2/2023 at 2:46 AM, Similar said: B21: Two welding torches and one calipers from zombie drops on day 3, level 11, Laborer, Quality Joe tier 2. That feels better than one welding torch from trader on day 15, Charismatic Nature tier 4 or so, in B20. (day = 120 minutes). I feel it is a bit to good. I'm on day 13, lvl 20, no points in any loot perk. Looted two Working stiffs. Have found: 2 Portable Lathe 3 Tanning racks 4 Callipers 5 Welding torches On the other hand my best gun is lvl 17.... Link to comment Share on other sites More sharing options...
Similar Posted September 3, 2023 Share Posted September 3, 2023 (edited) 27 minutes ago, Man with a hat said: I feel it is a bit to good. I'm on day 13, lvl 20, no points in any loot perk. Looted two Working stiffs. Have found: 2 Portable Lathe 3 Tanning racks 4 Callipers 5 Welding torches On the other hand my best gun is lvl 17.... yeh. I'm not getting flooded with the tools, but I think I have one of each on day 10 (120 minute days). I haven't looted any Working Stiffs yet. Maybe they are a bit too common now, but it's a hard thing to balance. Lots of stuff locked behind especially the welding torch, so it would get annoying if they're too rare. I did notice that in B20 and previous, I always got lathes far earlier than any of the workstation tools, mostly from WS crates and air drops (haven't found any in my B21 game so far). My best gun is a level 22, but that was a quest reward, otherwise weapons seem to be between level 4 and 19. I've found one single purple so far and that was a SWAT helmet. No blues at all. So that definitely will encourage crafting, I think. Though, I don't have Survivalist yet, so I don't know how the loot bonus from that will affect things. Probably a coincidence, but right before I quit for the night yesterday, I reached Quality Joe 5, ran into a wandering horde right after and all the loot bags were suddenly terrible. They had been perfectly fine on Quality Joe 4. I need to play more to see if that persists, but it was pretty depressing. Edited September 3, 2023 by Similar (see edit history) Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now